using HutongGames.PlayMaker.Actions;
using HutongGames.PlayMakerEditor;
using UnityEditor;
using UnityEngine;
using System.Collections;

[CustomActionEditor(typeof(LookAt))]
public class LookAtActionEditor : CustomActionEditor
{
    public override bool OnGUI()
    {
        return DrawDefaultInspector();
    }

    public override void OnSceneGUI()
    {
        var lookAtAction = (LookAt)target;

        if(lookAtAction.UpdateLookAtPosition())
        {
            var go = target.Fsm.GetOwnerDefaultTarget(lookAtAction.gameObject);   
            var goTransform = go.transform;
            var goPosition = goTransform.position;

            var lookAtPosition = lookAtAction.GetLookAtPosition();
            var lookAtVector = lookAtPosition - goPosition;
            var lookAtRotation = Quaternion.LookRotation(lookAtVector);
            var lookAtAngle = Vector3.Angle(goTransform.forward, lookAtVector);
            var lookAtNormal = Vector3.Cross(goTransform.forward, lookAtVector);

            var handleSize = HandleUtility.GetHandleSize(goPosition);
            var arrowSize = handleSize*0.2f;
            var distance = (lookAtPosition - goPosition).magnitude;

            var goTarget = lookAtAction.targetObject.Value;

            // Position handles

            if (!lookAtAction.targetPosition.IsNone)
            {
                if (goTarget != null)
                {
                    // Edit local offset from target object

                    var goTargetTransform = goTarget.transform;
                    var worldTargetPos = goTargetTransform.TransformPoint(lookAtAction.targetPosition.Value);

                    lookAtAction.targetPosition.Value = goTargetTransform.InverseTransformPoint(Handles.PositionHandle(worldTargetPos, goTarget.transform.rotation));
                    Handles.color = new Color(1, 1, 1, 0.2f);
                    Handles.DrawLine(goTargetTransform.position, lookAtAction.GetLookAtPositionWithVertical());
                }
                else
                {
                    // Edit world position

                    lookAtAction.targetPosition.Value = Handles.PositionHandle(lookAtAction.targetPosition.Value, Quaternion.identity);
                }
            }
            
            // Forward vector

            Handles.color = Color.blue;
            Handles.DrawLine(goPosition, goPosition + goTransform.forward * handleSize);

            // Lookat vector

            Handles.DrawLine(goPosition, lookAtPosition);
            Handles.ConeCap(0, goPosition + lookAtVector.normalized * (distance - arrowSize * 0.7f)  , lookAtRotation, arrowSize); // fudge factor to position cap correctly

            // Arc between vectors

            Handles.color = new Color(1, 1, 1, 0.2f);
            Handles.DrawSolidArc(goPosition, lookAtNormal, goTransform.forward, lookAtAngle, handleSize);

            // Show vertical offset

            if (lookAtAction.keepVertical.Value)
            {
                Handles.DrawLine(lookAtPosition, lookAtAction.GetLookAtPositionWithVertical());
            }

            if (GUI.changed)
            {
                FsmEditor.EditingActions();
            }
        }
    }
}
